/*
===========================================================================

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").

Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

#include "Precompiled.h"
#include "globaldata.h"


#include "m_menu.h"
#include "i_system.h"
#include "i_video.h"
#include "i_net.h"
#include "g_game.h"
#include "doomdef.h"
#include "doomstat.h"

#include "doomlib.h"
#include "Main.h"
#include "d3xp/Game_local.h"


void I_GetEvents( controller_t* );
void D_ProcessEvents( void );
void G_BuildTiccmd( ticcmd_t* cmd, idUserCmdMgr*, int newTics );
void D_DoAdvanceDemo( void );

extern bool globalNetworking;

//
// NETWORKING
//
// ::g->gametic is the tic about to (or currently being) run
// ::g->maketic is the tick that hasn't had control made for it yet
// ::g->nettics[] has the maketics for all ::g->players
//
// a ::g->gametic cannot be run until ::g->nettics[] > ::g->gametic for all ::g->players
//




#define NET_TIMEOUT	1 * TICRATE





//
//
//
int NetbufferSize( void )
{
	int size = ( intptr_t ) & ( ( ( doomdata_t* )0 )->cmds[::g->netbuffer->numtics] );

	return size;
}

//
// Checksum
//
unsigned NetbufferChecksum( void )
{
	unsigned		c;
	int		i, l;

	c = 0x1234567;

	if( globalNetworking )
	{
		l = ( NetbufferSize() - ( intptr_t ) & ( ( ( doomdata_t* )0 )->retransmitfrom ) ) / 4;
		for( i = 0 ; i < l ; i++ )
		{
			c += ( ( unsigned* )&::g->netbuffer->retransmitfrom )[i] * ( i + 1 );
		}
	}

	return c & NCMD_CHECKSUM;
}

//
//
//
int ExpandTics( int low )
{
	int	delta;

	delta = low - ( ::g->maketic & 0xff );

	if( delta >= -64 && delta <= 64 )
	{
		return ( ::g->maketic & ~0xff ) + low;
	}
	if( delta > 64 )
	{
		return ( ::g->maketic & ~0xff ) - 256 + low;
	}
	if( delta < -64 )
	{
		return ( ::g->maketic & ~0xff ) + 256 + low;
	}

	I_Error( "ExpandTics: strange value %i at ::g->maketic %i", low, ::g->maketic );
	return 0;
}



//
// HSendPacket
//
void
HSendPacket
( int	node,
  int	flags )
{
	::g->netbuffer->checksum = NetbufferChecksum() | flags;

	if( !node )
	{
		::g->reboundstore = *::g->netbuffer;
		::g->reboundpacket = true;
		return;
	}

	if( ::g->demoplayback )
	{
		return;
	}

	if( !::g->netgame )
	{
		I_Error( "Tried to transmit to another node" );
	}

	::g->doomcom.command = CMD_SEND;
	::g->doomcom.remotenode = node;
	::g->doomcom.datalength = NetbufferSize();

	if( ::g->debugfile )
	{
		int		i;
		int		realretrans;
		if( ::g->netbuffer->checksum & NCMD_RETRANSMIT )
		{
			realretrans = ExpandTics( ::g->netbuffer->retransmitfrom );
		}
		else
		{
			realretrans = -1;
		}

		fprintf( ::g->debugfile, "send (%i + %i, R %i) [%i] ",
				 ExpandTics( ::g->netbuffer->starttic ),
				 ::g->netbuffer->numtics, realretrans, ::g->doomcom.datalength );

		for( i = 0 ; i < ::g->doomcom.datalength ; i++ )
		{
			fprintf( ::g->debugfile, "%i ", ( ( byte* )::g->netbuffer )[i] );
		}

		fprintf( ::g->debugfile, "\n" );
	}

	I_NetCmd();
}

//
// HGetPacket
// Returns false if no packet is waiting
//
qboolean HGetPacket( void )
{
	if( ::g->reboundpacket )
	{
		*::g->netbuffer = ::g->reboundstore;
		::g->doomcom.remotenode = 0;
		::g->reboundpacket = false;
		return true;
	}

	if( !::g->netgame )
	{
		return false;
	}

	if( ::g->demoplayback )
	{
		return false;
	}

	::g->doomcom.command = CMD_GET;
	I_NetCmd();

	if( ::g->doomcom.remotenode == -1 )
	{
		return false;
	}

	if( ::g->doomcom.datalength != NetbufferSize() )
	{
		if( ::g->debugfile )
		{
			fprintf( ::g->debugfile, "bad packet length %i\n", ::g->doomcom.datalength );
		}
		return false;
	}

	// ALAN NETWORKING -- this fails a lot on 4 player split debug!!
	// TODO: Networking
#ifdef ID_ENABLE_DOOM_CLASSIC_NETWORKING
	if( !gameLocal->IsSplitscreen() && NetbufferChecksum() != ( ::g->netbuffer->checksum & NCMD_CHECKSUM ) )
	{
		if( ::g->debugfile )
		{
			fprintf( ::g->debugfile, "bad packet checksum\n" );
		}

		return false;
	}
#endif

	if( ::g->debugfile )
	{
		int		realretrans;
		int	i;

		if( ::g->netbuffer->checksum & NCMD_SETUP )
		{
			fprintf( ::g->debugfile, "setup packet\n" );
		}
		else
		{
			if( ::g->netbuffer->checksum & NCMD_RETRANSMIT )
			{
				realretrans = ExpandTics( ::g->netbuffer->retransmitfrom );
			}
			else
			{
				realretrans = -1;
			}

			fprintf( ::g->debugfile, "get %i = (%i + %i, R %i)[%i] ",
					 ::g->doomcom.remotenode,
					 ExpandTics( ::g->netbuffer->starttic ),
					 ::g->netbuffer->numtics, realretrans, ::g->doomcom.datalength );

			for( i = 0 ; i < ::g->doomcom.datalength ; i++ )
			{
				fprintf( ::g->debugfile, "%i ", ( ( byte* )::g->netbuffer )[i] );
			}
			fprintf( ::g->debugfile, "\n" );
		}
	}
	return true;
}


//
// GetPackets
//

void GetPackets( void )
{
	int		netconsole;
	int		netnode;
	ticcmd_t*	src, *dest;
	int		realend;
	int		realstart;

	while( HGetPacket() )
	{
		if( ::g->netbuffer->checksum & NCMD_SETUP )
		{
			continue;    // extra setup packet
		}

		netconsole = ::g->netbuffer->player & ~PL_DRONE;
		netnode = ::g->doomcom.remotenode;

		// to save bytes, only the low byte of tic numbers are sent
		// Figure out what the rest of the bytes are
		realstart = ExpandTics( ::g->netbuffer->starttic );
		realend = ( realstart +::g->netbuffer->numtics );

		// check for exiting the game
		if( ::g->netbuffer->checksum & NCMD_EXIT )
		{
			if( !::g->nodeingame[netnode] )
			{
				continue;
			}
			::g->nodeingame[netnode] = false;
			::g->playeringame[netconsole] = false;
			strcpy( ::g->exitmsg, "Player 1 left the game" );
			::g->exitmsg[7] += netconsole;
			::g->players[::g->consoleplayer].message = ::g->exitmsg;

			if( ::g->demorecording )
			{
				G_CheckDemoStatus();
			}
			continue;
		}

		// check for a remote game kill
		/*
				if (::g->netbuffer->checksum & NCMD_KILL)
					I_Error ("Killed by network driver");
		*/

		::g->nodeforplayer[netconsole] = netnode;

		// check for retransmit request
		if( ::g->resendcount[netnode] <= 0
				&& ( ::g->netbuffer->checksum & NCMD_RETRANSMIT ) )
		{
			::g->resendto[netnode] = ExpandTics( ::g->netbuffer->retransmitfrom );
			if( ::g->debugfile )
			{
				fprintf( ::g->debugfile, "retransmit from %i\n", ::g->resendto[netnode] );
			}
			::g->resendcount[netnode] = RESENDCOUNT;
		}
		else
		{
			::g->resendcount[netnode]--;
		}

		// check for out of order / duplicated packet
		if( realend == ::g->nettics[netnode] )
		{
			continue;
		}

		if( realend < ::g->nettics[netnode] )
		{
			if( ::g->debugfile )
				fprintf( ::g->debugfile,
						 "out of order packet (%i + %i)\n" ,
						 realstart, ::g->netbuffer->numtics );
			continue;
		}

		// check for a missed packet
		if( realstart > ::g->nettics[netnode] )
		{
			// stop processing until the other system resends the missed tics
			if( ::g->debugfile )
				fprintf( ::g->debugfile,
						 "missed tics from %i (%i - %i)\n",
						 netnode, realstart, ::g->nettics[netnode] );
			::g->remoteresend[netnode] = true;
			continue;
		}

		// update command store from the packet
		{
			int		start;

			::g->remoteresend[netnode] = false;

			start = ::g->nettics[netnode] - realstart;
			src = &::g->netbuffer->cmds[start];

			while( ::g->nettics[netnode] < realend )
			{
				dest = &::g->netcmds[netconsole][::g->nettics[netnode] % BACKUPTICS];
				::g->nettics[netnode]++;
				*dest = *src;
				src++;
			}
		}
	}
}


//
// NetUpdate
// Builds ticcmds for console player,
// sends out a packet
//

void NetUpdate( idUserCmdMgr* userCmdMgr )
{
	int             nowtime;
	int             newtics;
	int				i, j;
	int				realstart;
	int				gameticdiv;

	// check time
	nowtime = I_GetTime() /::g->ticdup;
	newtics = nowtime - ::g->gametime;
	::g->gametime = nowtime;

	if( newtics <= 0 ) 	// nothing new to update
	{
		goto listen;
	}

	if( ::g->skiptics <= newtics )
	{
		newtics -= ::g->skiptics;
		::g->skiptics = 0;
	}
	else
	{
		::g->skiptics -= newtics;
		newtics = 0;
	}


	::g->netbuffer->player = ::g->consoleplayer;

	// build new ticcmds for console player
	gameticdiv = ::g->gametic /::g->ticdup;
	for( i = 0 ; i < newtics ; i++ )
	{
		//I_GetEvents( ::g->I_StartTicCallback () );
		D_ProcessEvents();
		if( ::g->maketic - gameticdiv >= BACKUPTICS / 2 - 1 )
		{
			printf( "Out of room for ticcmds: maketic = %d, gameticdiv = %d\n", ::g->maketic, gameticdiv );
			break;          // can't hold any more
		}

		//I_Printf ("mk:%i ",::g->maketic);

		// Grab the latest tech5 command

		G_BuildTiccmd( &::g->localcmds[::g->maketic % BACKUPTICS], userCmdMgr, newtics );
		::g->maketic++;
	}


	if( ::g->singletics )
	{
		return;    // singletic update is syncronous
	}

	// send the packet to the other ::g->nodes
	for( i = 0 ; i < ::g->doomcom.numnodes ; i++ )
	{

		if( ::g->nodeingame[i] )
		{
			::g->netbuffer->starttic = realstart = ::g->resendto[i];
			::g->netbuffer->numtics = ::g->maketic - realstart;
			if( ::g->netbuffer->numtics > BACKUPTICS )
			{
				I_Error( "NetUpdate: ::g->netbuffer->numtics > BACKUPTICS" );
			}

			::g->resendto[i] = ::g->maketic - ::g->doomcom.extratics;

			for( j = 0 ; j < ::g->netbuffer->numtics ; j++ )
				::g->netbuffer->cmds[j] =
					::g->localcmds[( realstart + j ) % BACKUPTICS];

			if( ::g->remoteresend[i] )
			{
				::g->netbuffer->retransmitfrom = ::g->nettics[i];
				HSendPacket( i, NCMD_RETRANSMIT );
			}
			else
			{
				::g->netbuffer->retransmitfrom = 0;
				HSendPacket( i, 0 );
			}
		}
	}

	// listen for other packets
listen:
	GetPackets();
}



//
// CheckAbort
//
void CheckAbort( void )
{
	// DHM - Time starts at 0 tics when starting a multiplayer game, so we can
	// check for timeouts easily.  If we're still waiting after N seconds, abort.
	if( I_GetTime() > NET_TIMEOUT )
	{
		// TOOD: Show error & leave net game.
		printf( "NET GAME TIMED OUT!\n" );
		//gameLocal->showFatalErrorMessage( XuiLookupStringTable(globalStrings,L"Timed out waiting for match start.") );


		D_QuitNetGame();

		session->QuitMatch();
		common->Dialog().AddDialog( GDM_OPPONENT_CONNECTION_LOST, DIALOG_ACCEPT, NULL, NULL, false );
	}
}


//
// D_ArbitrateNetStart
//
bool D_ArbitrateNetStart( void )
{
	int		i;

	::g->autostart = true;
	if( ::g->doomcom.consoleplayer )
	{
		// listen for setup info from key player
		CheckAbort();
		if( !HGetPacket() )
		{
			return false;
		}
		if( ::g->netbuffer->checksum & NCMD_SETUP )
		{
			printf( "Received setup info\n" );

			if( ::g->netbuffer->player != VERSION )
			{
				I_Error( "Different DOOM versions cannot play a net game!" );
			}
			::g->startskill = ( skill_t )( ::g->netbuffer->retransmitfrom & 15 );
			::g->deathmatch = ( ::g->netbuffer->retransmitfrom & 0xc0 ) >> 6;
			::g->nomonsters = ( ::g->netbuffer->retransmitfrom & 0x20 ) > 0;
			::g->respawnparm = ( ::g->netbuffer->retransmitfrom & 0x10 ) > 0;
			// VV original xbox doom :: don't do this.. it will be setup from the launcher
			//::g->startmap = ::g->netbuffer->starttic & 0x3f;
			//::g->startepisode = ::g->netbuffer->starttic >> 6;
			return true;
		}
		return false;
	}
	else
	{
		// key player, send the setup info
		CheckAbort();
		for( i = 0 ; i < ::g->doomcom.numnodes ; i++ )
		{
			printf( "Sending setup info to node %d\n", i );

			::g->netbuffer->retransmitfrom = ::g->startskill;
			if( ::g->deathmatch )
			{
				::g->netbuffer->retransmitfrom |= ( ::g->deathmatch << 6 );
			}
			if( ::g->nomonsters )
			{
				::g->netbuffer->retransmitfrom |= 0x20;
			}
			if( ::g->respawnparm )
			{
				::g->netbuffer->retransmitfrom |= 0x10;
			}
			::g->netbuffer->starttic = ::g->startepisode * 64 + ::g->startmap;
			::g->netbuffer->player = VERSION;
			::g->netbuffer->numtics = 0;
			HSendPacket( i, NCMD_SETUP );
		}

		while( HGetPacket() )
		{
			::g->gotinfo[::g->netbuffer->player & 0x7f] = true;
		}

		for( i = 1 ; i < ::g->doomcom.numnodes ; i++ )
		{
			if( !::g->gotinfo[i] )
			{
				break;
			}
		}

		if( i >= ::g->doomcom.numnodes )
		{
			return true;
		}

		return false;
	}
}

//
// D_CheckNetGame
// Works out player numbers among the net participants
//

void D_CheckNetGame( void )
{
	int             i;

	for( i = 0 ; i < MAXNETNODES ; i++ )
	{
		::g->nodeingame[i] = false;
		::g->nettics[i] = 0;
		::g->remoteresend[i] = false;	// set when local needs tics
		::g->resendto[i] = 0;		// which tic to start sending
	}

	// I_InitNetwork sets ::g->doomcom and ::g->netgame
	I_InitNetwork();
#ifdef ID_ENABLE_DOOM_CLASSIC_NETWORKING
	if( ::g->doomcom.id != DOOMCOM_ID )
	{
		I_Error( "Doomcom buffer invalid!" );
	}
#endif

	::g->netbuffer = &::g->doomcom.data;
	::g->consoleplayer = ::g->displayplayer = ::g->doomcom.consoleplayer;
}

bool D_PollNetworkStart()
{
	int             i;
	if( ::g->netgame )
	{
		if( D_ArbitrateNetStart() == false )
		{
			return false;
		}
	}

	I_Printf( "startskill %i  deathmatch: %i  startmap: %i  startepisode: %i\n",
			  ::g->startskill, ::g->deathmatch, ::g->startmap, ::g->startepisode );

	// read values out of ::g->doomcom
	::g->ticdup = ::g->doomcom.ticdup;
	::g->maxsend = BACKUPTICS / ( 2 *::g->ticdup ) - 1;
	if( ::g->maxsend < 1 )
	{
		::g->maxsend = 1;
	}

	for( i = 0 ; i < ::g->doomcom.numplayers ; i++ )
	{
		::g->playeringame[i] = true;
	}
	for( i = 0 ; i < ::g->doomcom.numnodes ; i++ )
	{
		::g->nodeingame[i] = true;
	}

	I_Printf( "player %i of %i (%i ::g->nodes)\n",
			  ::g->consoleplayer + 1, ::g->doomcom.numplayers, ::g->doomcom.numnodes );

	return true;
}


//
// D_QuitNetGame
// Called before quitting to leave a net game
// without hanging the other ::g->players
//
void D_QuitNetGame( void )
{
	int i;

	if( ( !::g->netgame && !::g->usergame ) || ::g->consoleplayer == -1 || ::g->demoplayback || ::g->netbuffer == NULL )
	{
		return;
	}

	// send a quit packet to the other nodes
	::g->netbuffer->player = ::g->consoleplayer;
	::g->netbuffer->numtics = 0;

	for( i = 1; i < ::g->doomcom.numnodes; i++ )
	{
		if( ::g->nodeingame[i] )
		{
			HSendPacket( i, NCMD_EXIT );
		}
	}
	DoomLib::SendNetwork();

	for( i = 1 ; i < MAXNETNODES ; i++ )
	{
		::g->nodeingame[i] = false;
		::g->nettics[i] = 0;
		::g->remoteresend[i] = false;	// set when local needs tics
		::g->resendto[i] = 0;		// which tic to start sending
	}

	//memset (&::g->doomcom, 0, sizeof(::g->doomcom) );

	// Reset singleplayer state
	::g->doomcom.id = DOOMCOM_ID;
	::g->doomcom.ticdup = 1;
	::g->doomcom.extratics = 0;
	::g->doomcom.numplayers = ::g->doomcom.numnodes = 1;
	::g->doomcom.deathmatch = false;
	::g->doomcom.consoleplayer = 0;
	::g->netgame = false;

	::g->netbuffer = &::g->doomcom.data;
	::g->consoleplayer = ::g->displayplayer = ::g->doomcom.consoleplayer;

	::g->ticdup = ::g->doomcom.ticdup;
	::g->maxsend = BACKUPTICS / ( 2 *::g->ticdup ) - 1;
	if( ::g->maxsend < 1 )
	{
		::g->maxsend = 1;
	}

	for( i = 0 ; i < ::g->doomcom.numplayers ; i++ )
	{
		::g->playeringame[i] = true;
	}
	for( i = 0 ; i < ::g->doomcom.numnodes ; i++ )
	{
		::g->nodeingame[i] = true;
	}
}



//
// TryRunTics
//
bool TryRunTics( idUserCmdMgr* userCmdMgr )
{
	int		i;
	int		lowtic_node = -1;

	// get real tics
	::g->trt_entertic = I_GetTime() /::g->ticdup;
	::g->trt_realtics = ::g->trt_entertic - ::g->oldtrt_entertics;
	::g->oldtrt_entertics = ::g->trt_entertic;

	// get available tics
	NetUpdate( userCmdMgr );

	::g->trt_lowtic = MAXINT;
	::g->trt_numplaying = 0;

	for( i = 0 ; i < ::g->doomcom.numnodes ; i++ )
	{

		if( ::g->nodeingame[i] )
		{
			::g->trt_numplaying++;

			if( ::g->nettics[i] < ::g->trt_lowtic )
			{
				::g->trt_lowtic = ::g->nettics[i];
				lowtic_node = i;
			}
		}
	}

	::g->trt_availabletics = ::g->trt_lowtic - ::g->gametic /::g->ticdup;

	// decide how many tics to run
	if( ::g->trt_realtics < ::g->trt_availabletics - 1 )
	{
		::g->trt_counts = ::g->trt_realtics + 1;
	}
	else if( ::g->trt_realtics < ::g->trt_availabletics )
	{
		::g->trt_counts = ::g->trt_realtics;
	}
	else
	{
		::g->trt_counts = ::g->trt_availabletics;
	}

	if( ::g->trt_counts < 1 )
	{
		::g->trt_counts = 1;
	}

	::g->frameon++;

	if( ::g->debugfile )
	{
		fprintf( ::g->debugfile, "=======real: %i  avail: %i  game: %i\n", ::g->trt_realtics, ::g->trt_availabletics, ::g->trt_counts );
	}

	if( !::g->demoplayback )
	{
		// ideally ::g->nettics[0] should be 1 - 3 tics above ::g->trt_lowtic
		// if we are consistantly slower, speed up time
		for( i = 0 ; i < MAXPLAYERS ; i++ )
		{
			if( ::g->playeringame[i] )
			{
				break;
			}
		}

		if( ::g->consoleplayer == i )
		{
			// the key player does not adapt
		}
		else
		{
			if( ::g->nettics[0] <= ::g->nettics[::g->nodeforplayer[i]] )
			{
				::g->gametime--;
				//OutputDebugString("-");
			}

			::g->frameskip[::g->frameon & 3] = ( ::g->oldnettics > ::g->nettics[::g->nodeforplayer[i]] );
			::g->oldnettics = ::g->nettics[0];

			if( ::g->frameskip[0] && ::g->frameskip[1] && ::g->frameskip[2] && ::g->frameskip[3] )
			{
				::g->skiptics = 1;
				//OutputDebugString("+");
			}
		}
	}

	// wait for new tics if needed
	if( ::g->trt_lowtic < ::g->gametic /::g->ticdup + ::g->trt_counts )
	{
		int lagtime = 0;

		if( ::g->trt_lowtic < ::g->gametic /::g->ticdup )
		{
			I_Error( "TryRunTics: ::g->trt_lowtic < gametic" );
		}

		if( ::g->lastnettic == 0 )
		{
			::g->lastnettic = ::g->trt_entertic;
		}
		lagtime = ::g->trt_entertic - ::g->lastnettic;

		// Detect if a client has stopped sending updates, remove them from the game after 5 secs.
		if( common->IsMultiplayer() && ( !::g->demoplayback && ::g->netgame ) && lagtime >= TICRATE )
		{

			if( lagtime > NET_TIMEOUT )
			{

				if( lowtic_node == ::g->nodeforplayer[::g->consoleplayer] )
				{

#ifdef ID_ENABLE_DOOM_CLASSIC_NETWORKING
#ifndef __PS3__
					gameLocal->showFatalErrorMessage( XuiLookupStringTable( globalStrings, L"You have been disconnected from the match." ) );
					gameLocal->Interface.QuitCurrentGame();
#endif
#endif
				}
				else
				{
					if( ::g->nodeingame[lowtic_node] )
					{
						int i, consoleNum = lowtic_node;

						for( i = 0; i < ::g->doomcom.numnodes; i++ )
						{
							if( ::g->nodeforplayer[i] == lowtic_node )
							{
								consoleNum = i;
								break;
							}
						}

						::g->nodeingame[lowtic_node] = false;
						::g->playeringame[consoleNum] = false;
						strcpy( ::g->exitmsg, "Player 1 left the game" );
						::g->exitmsg[7] += consoleNum;
						::g->players[::g->consoleplayer].message = ::g->exitmsg;

						// Stop a demo record now, as playback doesn't support losing players
						G_CheckDemoStatus();
					}
				}
			}
		}

		return false;
	}

	::g->lastnettic = 0;

	// run the count * ::g->ticdup dics
	while( ::g->trt_counts-- )
	{
		for( i = 0 ; i < ::g->ticdup ; i++ )
		{
			if( ::g->gametic /::g->ticdup > ::g->trt_lowtic )
			{
				I_Error( "gametic(%d) greater than trt_lowtic(%d), trt_counts(%d)", ::g->gametic, ::g->trt_lowtic, ::g->trt_counts );
				return false;
			}

			if( ::g->advancedemo )
			{
				D_DoAdvanceDemo();
			}

			M_Ticker();
			G_Ticker();
			::g->gametic++;

			// modify command for duplicated tics
			if( i != ::g->ticdup - 1 )
			{
				ticcmd_t*	cmd;
				int			buf;
				int			j;

				buf = ( ::g->gametic /::g->ticdup ) % BACKUPTICS;
				for( j = 0 ; j < MAXPLAYERS ; j++ )
				{
					cmd = &::g->netcmds[j][buf];
					if( cmd->buttons & BT_SPECIAL )
					{
						cmd->buttons = 0;
					}
				}
			}
		}

		NetUpdate( userCmdMgr );	// check for new console commands
	}

	return true;
}

